Difference between revisions of "Tiled Liquidfun"

From GiderosMobile
(Created page with "__TOC__ == Description == Here we will set up Gideros to work with Tiled '''Collection of Images''', Liquidfun being the physics engine. File:Tiled Collection of Images Li...")
 
(done)
Line 2: Line 2:
  
 
== Description ==
 
== Description ==
Here we will set up Gideros to work with Tiled '''Collection of Images''', Liquidfun being the physics engine.
+
Here we will set up Gideros to work with Tiled, Liquidfun being the physics engine.
  
[[File:Tiled Collection of Images Liquidfun.png|480px|screenshot]] ''full demo available at the end''
+
Tiled let you use various layers: ''Tile Layer'', ''Object Layer'', ''Image Layer'', ''Group Layer''.
 +
 
 +
[[File:Tiled Collection of Images Liquidfun.png|480px|Tileset -> Collection of Images]] ''level1 using Collection of Images''
 +
 
 +
[[File:Tiled Tileset Liquidfun.png|480px|Tileset -> Based on Tileset Image]] ''level2 using Tileset Image''
 +
 
 +
'''full demo available at the end!'''
  
 
== LOAD YOUR TILED MAP ==
 
== LOAD YOUR TILED MAP ==
Line 12: Line 18:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
An excerpt from the demo project where we call the TiledLevels Class:
+
An excerpt from the demo project where we call the ''TiledLevels'' Class:
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
 
LevelX = Core.class(Sprite)
 
LevelX = Core.class(Sprite)
Line 41: Line 47:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
'''g_currlevel''' is a global variable declared in the "main.lua" file. The demo project has currently 2 Tiled levels available.
+
'''g_currlevel''' is a global variable declared in the "main.lua" file. The demo project has currently 2 Tiled levels available:
 +
* g_currlevel = 1, level built using Tiled: ''New Tileset -> Collection of Images''
 +
* g_currlevel = 2, level built using Tiled: ''New Tileset -> Based on Tileset Image''
  
 
'''main.lua''':
 
'''main.lua''':
Line 47: Line 55:
 
-- ...
 
-- ...
 
-- global vars
 
-- global vars
g_currlevel = 1 -- 1, 2
+
g_currlevel = 1 -- 1 = Collection of Images, 2 = Tileset
 
g_keyleft = KeyCode.LEFT -- player1 left
 
g_keyleft = KeyCode.LEFT -- player1 left
 
g_keyright = KeyCode.RIGHT -- player1 right
 
g_keyright = KeyCode.RIGHT -- player1 right
Line 54: Line 62:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Below is the '''TiledLevels''' Class.
+
Below is the ''TiledLevels'' Class.
  
 
== BUILD YOUR LEVEL ==
 
== BUILD YOUR LEVEL ==
The '''TiledLevels''' Class will read a Tiled lua file and build the level in Gideros.
+
The ''TiledLevels'' Class will read a Tiled lua file and build the level in Gideros.
  
 
There are a couple of steps before building the level:
 
There are a couple of steps before building the level:
Line 325: Line 333:
 
self:buildLFShapes(o, mylftable)
 
self:buildLFShapes(o, mylftable)
 
-- graphics
 
-- graphics
local tex = "gfx/textures/wdipagu_2K_Albedo.jpg_0007.png"
+
if g_currlevel == 1 then -- only for 1st level (Collection of Images)
mytable = {
+
local tex = "gfx/textures/wdipagu_2K_Albedo.jpg_0007.png"
texpath=tex, istexpot=true, scalex=1.4,
+
mytable = {
r=8*32/255, g=8*32/255, b=5.5*32/255,
+
texpath=tex, istexpot=true, scalex=1.4,
alpha=8*32/255,
+
r=8*32/255, g=8*32/255, b=5.5*32/255,
}
+
alpha=8*32/255,
levelsetup = {}
+
}
for k, v in pairs(mytable) do levelsetup[k] = v end
+
levelsetup = {}
myshape = self:buildShapes(o, levelsetup)
+
for k, v in pairs(mytable) do levelsetup[k] = v end
myshape:setPosition(o.x, o.y)
+
myshape = self:buildShapes(o, levelsetup)
xlayers["bg"]:addChild(myshape)
+
myshape:setPosition(o.x, o.y)
 +
xlayers["bg"]:addChild(myshape)
 +
end
 
end
 
end
 
--            _                 
 
--            _                 

Revision as of 00:09, 15 May 2025

Description

Here we will set up Gideros to work with Tiled, Liquidfun being the physics engine.

Tiled let you use various layers: Tile Layer, Object Layer, Image Layer, Group Layer.

Tileset -> Collection of Images level1 using Collection of Images

Tileset -> Based on Tileset Image level2 using Tileset Image

full demo available at the end!

LOAD YOUR TILED MAP

This is how you could load your Tiled maps in Gideros:

local currlevel = TiledLevels.new(pathtotiledlevel, ecs, liquidfun, layers)

An excerpt from the demo project where we call the TiledLevels Class:

LevelX = Core.class(Sprite)

function LevelX:init()
	application:setBackgroundColor(0x5500ff)
	-- plugins
	-- tiny-ecs
	self.tiny = require "classes/tiny-ecs"
	self.tiny.tworld = self.tiny.world()
	-- liquidfun
	local bworld = b2.World.new(0, 20, true) -- gravity x, gravity y, doSleep?
	-- layers
	local layers = {}
	layers["main"] = Sprite.new() -- one Sprite to hold them all
	layers["bg"] = Sprite.new() -- bg layer
	layers["actors"] = Sprite.new() -- actors layer
	layers["fg"] = Sprite.new() -- fg layer
	layers["player1input"] = Sprite.new() -- player1 input layer
	-- levels
	self.tiledlevels = {}
	self.tiledlevels[1] = "tiled/levels/level01" -- lua file without extension
	self.tiledlevels[2] = "tiled/levels/level02" -- lua file without extension
	-- ...
	-- here we build the level using Tiled
	local currlevel = TiledLevels.new(self.tiledlevels[g_currlevel], self.tiny, bworld, layers)
	-- ...

g_currlevel is a global variable declared in the "main.lua" file. The demo project has currently 2 Tiled levels available:

  • g_currlevel = 1, level built using Tiled: New Tileset -> Collection of Images
  • g_currlevel = 2, level built using Tiled: New Tileset -> Based on Tileset Image

main.lua:

-- ...
-- global vars
g_currlevel = 1 -- 1 = Collection of Images, 2 = Tileset
g_keyleft = KeyCode.LEFT -- player1 left
g_keyright = KeyCode.RIGHT -- player1 right
g_keyup = KeyCode.UP -- player1 up
-- ...

Below is the TiledLevels Class.

BUILD YOUR LEVEL

The TiledLevels Class will read a Tiled lua file and build the level in Gideros.

There are a couple of steps before building the level:

  1. we need to link the Tiled Tileset images to their correct tile id
  2. optionally it is best (performance wise) to pack the images
  3. we create a parseImage function for each Tiled layers to call

We can then read each Tiled Layers and build our levels (deco layers and physics layers).

The Tiled layers are split in two categories:

  • deco layers for displaying images and shapes on the screen
  • physics layers consisting of shapes used for physics collisions
note: the layers names in the code correspond to the layers names in Tiled

Tiled Shapes can be both for decoration and physics. For the shapes which are decorative we call the buildShapes function and for the shapes which are for physics we call the buildLFShapes function.

Finally, each shapes functions will call the appropriate Class to build the shape (Ellipse, Point, Polygon, Polyline, Rectangle, Text).

That's it!

BUILD YOUR LEVEL FULL CODE

TiledLevels = Core.class(Sprite)

function TiledLevels:init(tmpath, xtiny, xbworld, xlayers)
	local myformat = TextureBase.RGBA4444 -- perfs? XXX
	self.world = xbworld
	local tm = require(tmpath) -- eg.: "tiled/test" without ".lua" extension + exclude from execution!
	local tsimgpath -- "tiled/", Tiled root path to images
	if g_currlevel == 1 then tsimgpath = "tiled/levels/" -- level01
	elseif g_currlevel == 2 then tsimgpath = "tiled/levels/" -- level02
	-- ...
	end
	-- _______ _____ _      ______  _____ ______ _______ 
	--|__   __|_   _| |    |  ____|/ ____|  ____|__   __|
	--   | |    | | | |    | |__  | (___ | |__     | |   
	--   | |    | | | |    |  __|  \___ \|  __|    | |   
	--   | |   _| |_| |____| |____ ____) | |____   | |   
	--   |_|  |_____|______|______|_____/|______|  |_|   
	-- this is the classic
	for i = 1, #tm.tilesets do
		local tileset = tm.tilesets[i]
		-- add extra values (variables) to a tm.tilesets[i] table
		if tileset.image then -- only tileset tilemap layers
			tileset.numcols = math.floor(
				(tileset.imagewidth-tileset.margin+tileset.spacing)/
				(tileset.tilewidth+tileset.spacing)
			)
			tileset.numrows = math.floor(
				(tileset.imageheight-tileset.margin+tileset.spacing)/
				(tileset.tileheight+tileset.spacing)
			)
			tileset.lastgid = tileset.firstgid+(tileset.numcols*tileset.numrows)-1
			tileset.texture = Texture.new(tsimgpath..tileset.image, false,
				{ format=myformat, extend=false, } -- extend=false, true
			)
		end
	end
	-- classic tileset function
	local function gid2tileset(tm, gid)
		for i = 1, #tm.tilesets do
			local tileset = tm.tilesets[i]
			if tileset.image then -- only valid tileset layers
				if tileset.firstgid <= gid and gid <= tileset.lastgid then
					return tileset
				end
			end
		end
	end
	-- _______ _____ _      ______  _____ ______ _______ 
	--|__   __|_   _| |    |  ____|/ ____|  ____|__   __|
	--   | |    | | | |    | |__  | (___ | |__     | |   
	--   | |    | | | |    |  __|  \___ \|  __|    | |   
	--   | |   _| |_| |____| |____ ____) | |____   | |   
	--   |_|  |_____|______|______|_____/|______|  |_|   
	-- _____ __  __          _____ ______  _____ 
	--|_   _|  \/  |   /\   / ____|  ____|/ ____|
	--  | | | \  / |  /  \ | |  __| |__  | (___  
	--  | | | |\/| | / /\ \| | |_ |  __|  \___ \ 
	-- _| |_| |  | |/ ____ \ |__| | |____ ____) |
	--|_____|_|  |_/_/    \_\_____|______|_____/ 
	-- this one parses individual images
	local tilesetimages = {} -- table holding all the tileset images info (path, width, height)
	for i = 1, #tm.tilesets do
		local tileset = tm.tilesets[i]
		if not tileset.image then -- filter out tileset tilemap layers, only tileset images
			local tiles = tileset.tiles
			for j = 1, #tiles do
				-- populate the tilesetimages table based on the tile gid and id
				-- note: you may have to adjust the path (tsimgpath) to point to the image folder
				tilesetimages[tileset.firstgid + tiles[j].id] = {
					path=tsimgpath..tiles[j].image,
					width=tiles[j].width,
					height=tiles[j].height,
				}
			end
		end
	end
--[[
	-- this function is if you don't want to pack your Tiled images even though you should!
	local function parseImage(xobject, xlayer)
		local tex = Texture.new(tilesetimages[xobject.gid].path, false,
			{ format=myformat , extend=false, } -- extend=false, true
		)
		local bitmap = Bitmap.new(tex)
		bitmap:setAnchorPoint(0, 1) -- because I always forget to modify Tiled objects alignment
		-- supports Tiled image scaling
		local scalex, scaley = xobject.width/tex:getWidth(), xobject.height/tex:getHeight()
		bitmap:setScale(scalex, scaley)
		bitmap:setRotation(xobject.rotation)
		bitmap:setPosition(xobject.x, xobject.y)
		xlayer:addChild(bitmap)
	end
]]
	-- pack all the images for perfs (TexturePack)
	local tpt = {} -- texture pack table
	for i = 1, #tm.layers do
		local layer = tm.layers[i]
		if layer.name:match("bg_deco_images") or layer.name:match("fg_deco_images") then
			for i = 1, #layer.objects do
--				print("path", tilesetimages[layer.objects[i].gid].path)
				tpt[#tpt+1] = tilesetimages[layer.objects[i].gid].path
			end
		end
	end
	local tp = TexturePack.new(tpt, nil, nil, { format=myformat, } )
	-- tileset images function
	local function parseImage(xobject, xlayer)
		local bitmap = Bitmap.new(tp:getTextureRegion(tilesetimages[xobject.gid].path))
		bitmap:setAnchorPoint(0, 1) -- because I always forget to modify Tiled objects alignment
		-- supports Tiled image scaling
		local scalex, scaley = xobject.width/bitmap:getWidth(), xobject.height/bitmap:getHeight()
		bitmap:setScale(scalex, scaley)
		bitmap:setRotation(xobject.rotation)
		bitmap:setPosition(xobject.x, xobject.y)
		xlayer:addChild(bitmap)
	end
	-- ____  _    _ _____ _      _____    _      ________      ________ _      
	--|  _ \| |  | |_   _| |    |  __ \  | |    |  ____\ \    / /  ____| |     
	--| |_) | |  | | | | | |    | |  | | | |    | |__   \ \  / /| |__  | |     
	--|  _ <| |  | | | | | |    | |  | | | |    |  __|   \ \/ / |  __| | |     
	--| |_) | |__| |_| |_| |____| |__| | | |____| |____   \  /  | |____| |____ 
	--|____/ \____/|_____|______|_____/  |______|______|   \/   |______|______|
	for i = 1, #tm.layers do
		local layer = tm.layers[i]
		local tilemaps = {}
		local group -- group = Sprite.new()
		-- _______ _____ _      ______ _           __     ________ _____  
		--|__   __|_   _| |    |  ____| |        /\\ \   / /  ____|  __ \ 
		--   | |    | | | |    | |__  | |       /  \\ \_/ /| |__  | |__) |
		--   | |    | | | |    |  __| | |      / /\ \\   / |  __| |  _  / 
		--   | |   _| |_| |____| |____| |____ / ____ \| |  | |____| | \ \ 
		--   |_|  |_____|______|______|______/_/    \_\_|  |______|_|  \_\
		-- this is the classic tile layers
		-- please name your layers accordingly (background = bg, foreground = fg)
		if layer.type == "tilelayer" and (layer.name:match("bg") or layer.name:match("fg")) then
			if layer.name:match("bg") then group = xlayers["bg"]
			else group = xlayers["fg"]
			end
			for y = 1, layer.height do
				for x = 1, layer.width do
					local index = x + (y - 1) * layer.width
					local gid = layer.data[index]
					local gidtileset = gid2tileset(tm, gid)
					if gidtileset then
						local tilemap
						if tilemaps[gidtileset] then
							tilemap = tilemaps[gidtileset]
						else
							tilemap = TileMap.new(
								layer.width, layer.height,
								gidtileset.texture, gidtileset.tilewidth, gidtileset.tileheight,
								gidtileset.spacing, gidtileset.spacing,
								gidtileset.margin, gidtileset.margin,
								tm.tilewidth, tm.tileheight
							)
							tilemaps[gidtileset] = tilemap
							group:addChild(tilemap)
						end
						local tx = (gid - gidtileset.firstgid) % gidtileset.numcols + 1
						local ty = math.floor((gid - gidtileset.firstgid) / gidtileset.numcols) + 1
						tilemap:setTile(x, y, tx, ty)
					end
				end
			end
			group:setAlpha(layer.opacity)
		--  ____  ____       _ ______ _____ _______ _           __     ________ _____  
		-- / __ \|  _ \     | |  ____/ ____|__   __| |        /\\ \   / /  ____|  __ \ 
		--| |  | | |_) |    | | |__ | |       | |  | |       /  \\ \_/ /| |__  | |__) |
		--| |  | |  _ < _   | |  __|| |       | |  | |      / /\ \\   / |  __| |  _  / 
		--| |__| | |_) | |__| | |___| |____   | |  | |____ / ____ \| |  | |____| | \ \ 
		-- \____/|____/ \____/|______\_____|  |_|  |______/_/    \_\_|  |______|_|  \_\
		-- objects layers can be for decoration shapes or any physics shapes (cbump, liquidfun)
		elseif layer.type == "objectgroup" then
			local o
			local myshape, mytable
			local levelsetup = {}
			--     _                  _                           
			--    | |                | |                          
			--  __| | ___  ___ ___   | | __ _ _   _  ___ _ __ ___ 
			-- / _` |/ _ \/ __/ _ \  | |/ _` | | | |/ _ \ '__/ __|
			--| (_| |  __/ (_| (_) | | | (_| | |_| |  __/ |  \__ \
			-- \__,_|\___|\___\___/  |_|\__,_|\__, |\___|_|  |___/
			--                                 __/ |              
			--                                |___/               
			if layer.name:match("bg_deco_images") then
				for i = 1, #layer.objects do
					parseImage(layer.objects[i], xlayers["bg"])
				end
			elseif layer.name:match("fg_deco_images") then
				for i = 1, #layer.objects do
					parseImage(layer.objects[i], xlayers["fg"])
				end
			elseif layer.name:match("bg_deco_shapes") then
				for i = 1, #layer.objects do
					o = layer.objects[i]
					myshape, mytable = nil, nil
					local color = math.random(0xffffff)
					local tex = "gfx/textures/wdipagu_2K_Albedo.jpg_0007.png"
					mytable = {
						shapelinewidth=1, shapelinecolor=color,
						texpath=tex, istexpot=true, scalex=1,
						color=color,
					}
					levelsetup = {}
					for k, v in pairs(mytable) do levelsetup[k] = v end
					myshape = self:buildShapes(o, levelsetup)
					myshape:setPosition(o.x, o.y)
					xlayers["bg"]:addChild(myshape)
				end
			elseif layer.name:match("fg_deco_shapes") then
				for i = 1, #layer.objects do
					o = layer.objects[i]
					myshape, mytable = nil, nil
					local color = math.random(0xffffff)
					local tex = "gfx/textures/wdipagu_2K_Albedo.jpg_0007.png"
					mytable = {
						shapelinewidth=3, shapelinecolor=color,
						texpath=tex, istexpot=true, scalex=1,
						color=color,
					}
					levelsetup = {}
					for k, v in pairs(mytable) do levelsetup[k] = v end
					myshape = self:buildShapes(o, levelsetup)
					myshape:setPosition(o.x, o.y)
					xlayers["fg"]:addChild(myshape)
				end
			--       _               _            _                           
			--      | |             (_)          | |                          
			-- _ __ | |__  _   _ ___ _  ___ ___  | | __ _ _   _  ___ _ __ ___ 
			--| '_ \| '_ \| | | / __| |/ __/ __| | |/ _` | | | |/ _ \ '__/ __|
			--| |_) | | | | |_| \__ \ | (__\__ \ | | (_| | |_| |  __/ |  \__ \
			--| .__/|_| |_|\__, |___/_|\___|___/ |_|\__,_|\__, |\___|_|  |___/
			--| |           __/ |                          __/ |              
			--|_|          |___/                          |___/               
			-- add a physics body to the shapes (cbump, liquidfun)
			elseif layer.name == "physics_grounds" then
				for i = 1, #layer.objects do
					o = layer.objects[i]
					o.isfloor = true
					-- liquidfun
					local mylftable = {
						density=1, restitution=0, friction=1,
						BIT=G_BITSOLID, COLBIT=solidcollisions, ROLE=G_GROUND,
					}
					self:buildLFShapes(o, mylftable)
					-- graphics
					if g_currlevel == 1 then -- only for 1st level (Collection of Images)
						local tex = "gfx/textures/wdipagu_2K_Albedo.jpg_0007.png"
						mytable = {
							texpath=tex, istexpot=true, scalex=1.4,
							r=8*32/255, g=8*32/255, b=5.5*32/255,
							alpha=8*32/255,
						}
						levelsetup = {}
						for k, v in pairs(mytable) do levelsetup[k] = v end
						myshape = self:buildShapes(o, levelsetup)
						myshape:setPosition(o.x, o.y)
						xlayers["bg"]:addChild(myshape)
					end
				end
			--            _                 
			--           | |                
			--  __ _  ___| |_ ___  _ __ ___ 
			-- / _` |/ __| __/ _ \| '__/ __|
			--| (_| | (__| || (_) | |  \__ \
			-- \__,_|\___|\__\___/|_|  |___/
			elseif layer.name == "physics_players" then -- player1
				for i = 1, #layer.objects do
					o = layer.objects[i]
					local opos = vector(o.x, o.y)
					-- EPlayer1:init(xspritelayer, xpos)
					self.player1 = EPlayer1.new(self.world, xlayers["actors"], opos)
					xtiny.tworld:addEntity(self.player1)
				end
			end
			-- some cleaning?
			o = nil
			myshape, mytable = nil, nil
			levelsetup = {}
		end
	end
end

-- deco shapes
function TiledLevels:buildShapes(xobject, xlevelsetup)
	local myshape -- Tiled shapes: ellipse, point, polygon, polyline, rectangle, text
	local tablebase = {}
	if xobject.shape == "ellipse" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			w=xobject.width, h=xobject.height,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Ellipse.new(tablebase)
	elseif xobject.shape == "point" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Point.new(tablebase)
	elseif xobject.shape == "polygon" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			coords=xobject.polygon,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Polygon.new(tablebase)
	elseif xobject.shape == "polyline" then -- lines
		tablebase = {
			x=xobject.x, y=xobject.y,
			coords=xobject.polyline,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Polyline.new(tablebase)
	elseif xobject.shape == "rectangle" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			w=xobject.width, h=xobject.height,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Rectangle.new(tablebase)
	elseif xobject.shape == "text" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			text=xobject.text,
			w=xobject.width, h=xobject.height,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Text.new(tablebase)
	else
		print("*** CANNOT PROCESS THIS SHAPE! ***", xobject.shape, xobject.name)
		return
	end

	return myshape
end

-- physics shapes
function TiledLevels:buildLFShapes(xobject, xlevelsetup)
	local myshape -- Tiled shapes: ellipse, point, polygon, polyline, rectangle
	local tablebase = {}
	if xobject.shape == "ellipse" then
		tablebase = {
			x = xobject.x, y = xobject.y,
			w = xobject.width, h = xobject.height, rotation = xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_LF_Shape_Ellipse.new(self.world, tablebase)
	elseif xobject.shape == "point" then
		tablebase = {
			x = xobject.x, y = xobject.y,
			w = xobject.width, h = xobject.height, rotation = xobject.rotation, -- w and h = 0
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_LF_Shape_Point.new(self.world, tablebase)
	elseif xobject.shape == "polygon" then
		tablebase = {
			x = xobject.x, y = xobject.y,
			coords = xobject.polygon, rotation = xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_LF_Shape_Polygon.new(self.world, tablebase)
	elseif xobject.shape == "polyline" then
		tablebase = {
			x = xobject.x, y = xobject.y,
			coords = xobject.polyline, rotation = xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_LF_Shape_Polyline.new(self.world, tablebase)
	elseif xobject.shape == "rectangle" then
		tablebase = {
			x = xobject.x, y = xobject.y,
			w = xobject.width, h = xobject.height, rotation = xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_LF_Shape_Rectangle.new(self.world, tablebase)
	else
		print("*** CANNOT PROCESS THIS SHAPE! ***", xobject.shape, xobject.name)
		return
	end

	return myshape
end

TILED DECO SHAPES

Here are the Classes to build the Tiled decorative shapes (you may want to put each shape in separate files).

Tiled_Shape_Ellipse = Core.class(Sprite)

function Tiled_Shape_Ellipse:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.steps = xparams.steps or 32 -- 24
	params.shapelinewidth = xparams.shapelinewidth or nil
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.texpath = xparams.texpath or nil
	params.istexpot = xparams.istexpot or nil
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.skewx = xparams.skewx or 0 -- angle in degrees
	params.skewy = xparams.skewy or params.skewx -- angle in degrees
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	if params.shapelinewidth then
		img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	end
	if params.texpath then
		local tex
		if not params.istexpot then
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, extend = false, } )
		else
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, } )
		end
		local skewanglex = math.rad(params.skewx)
		local skewangley = math.rad(params.skewy)
		local matrix = Matrix.new(
			params.scalex, math.tan(skewanglex), math.tan(skewangley), params.scaley, 0, 0
		)
		img:setFillStyle(Shape.TEXTURE, tex, matrix)
		tex = nil
	elseif params.color then
		img:setFillStyle(Shape.SOLID, params.color, params.alpha)
	else
		img:setFillStyle(Shape.NONE)
	end
	img:beginPath()
	for i = 0, 360, 360 / params.steps  do
		img:lineTo(
			(params.w / 2) + params.w / 2 * math.cos(^<i),
			(params.h / 2) + params.h / 2 * math.sin(^<i)
		)
	end
	img:closePath()
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end

Tiled_Shape_Point = Core.class(Sprite)

function Tiled_Shape_Point:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.shapelinewidth = xparams.shapelinewidth or 1
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	img:beginPath()
	img:moveTo(0,0)
	img:lineTo(1, 0)
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end

Tiled_Shape_Polygon = Core.class(Sprite)

function Tiled_Shape_Polygon:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.coords = xparams.coords or nil
	params.shapelinewidth = xparams.shapelinewidth or nil
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.texpath = xparams.texpath or nil
	params.istexpot = xparams.istexpot or nil
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.skewx = xparams.skewx or 0 -- angle in degrees
	params.skewy = xparams.skewy or params.skewx -- angle in degrees
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	if params.shapelinewidth then
		img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	end
	if params.texpath then
		local tex
		if not params.istexpot then
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, extend = false, } )
		else
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, } )
		end
		local skewanglex = math.rad(params.skewx)
		local skewangley = math.rad(params.skewy)
		local matrix = Matrix.new(
			params.scalex, math.tan(skewanglex), math.tan(skewangley), params.scaley, 0, 0
		)
		img:setFillStyle(Shape.TEXTURE, tex, matrix)
		tex = nil
	elseif params.color then
		img:setFillStyle(Shape.SOLID, params.color, params.alpha)
	else
		img:setFillStyle(Shape.NONE)
	end
	img:beginPath()
	img:moveTo(params.coords[1].x, params.coords[1].y)
	for p = 2, #params.coords do
		img:lineTo(params.coords[p].x, params.coords[p].y)
	end
	img:closePath()
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end

Tiled_Shape_Polyline = Core.class(Sprite)

function Tiled_Shape_Polyline:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.coords = xparams.coords or nil
	params.shapelinewidth = xparams.shapelinewidth or 1
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	img:setFillStyle(Shape.NONE)
	img:beginPath()
	img:moveTo(params.coords[1].x, params.coords[1].y)
	for p = 2, #params.coords do
		img:lineTo(params.coords[p].x, params.coords[p].y)
	end
--	img:closePath()
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end

Tiled_Shape_Rectangle = Core.class(Sprite)

function Tiled_Shape_Rectangle:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.shapelinewidth = xparams.shapelinewidth or 0
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.texpath = xparams.texpath or nil
	params.istexpot = xparams.istexpot or nil
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.skewx = xparams.skewx or 0 -- angle in degrees
	params.skewy = xparams.skewy or params.skewx -- angle in degrees
	params.rotation = xparams.rotation or nil
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	if params.texpath then
		local tex
		if not params.istexpot then
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, extend = false, } )
		else
			tex = Texture.new(params.texpath, false, { wrap=Texture.REPEAT, } )
		end
		local skewanglex = math.rad(params.skewx)
		local skewangley = math.rad(params.skewy)
		local matrix = Matrix.new(
			params.scalex, math.tan(skewanglex), math.tan(skewangley), params.scaley, 0, 0
		)
		img:setFillStyle(Shape.TEXTURE, tex, matrix)
		tex = nil
	elseif params.color then
		img:setFillStyle(Shape.SOLID, params.color, params.alpha)
	else
		img:setFillStyle(Shape.NONE)
	end
	img:beginPath()
	img:moveTo(0, 0)
	img:lineTo(params.w, 0)
	img:lineTo(params.w, params.h)
	img:lineTo(0, params.h)
	img:lineTo(0, 0)
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end

Tiled_Shape_Text = Core.class(Sprite)

function Tiled_Shape_Text:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.text = xparams.text or nil
	params.ttf = xparams.ttf or nil
	params.color = xparams.color or nil
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.rotation = xparams.rotation or nil
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = TextField.new(params.ttf, params.text, params.text)
--	img:setAnchorPoint(0, -1)
	if params.color then
		img:setTextColor(color)
	end
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
	-- auto scale
	local currw = img:getWidth()
	img:setScale(params.w/currw)
	--
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end

TILED PHYSICS SHAPES

Here are the Classes to build the Tiled physics shapes (you may want to put each shape in separate files).

Tiled_LF_Shape_Ellipse = Core.class(Sprite)

function Tiled_LF_Shape_Ellipse:init(xworld, xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.steps = xparams.steps or 32 -- 24
	params.rotation = xparams.rotation or 0
	params.type = xparams.type or nil -- default (nil) = b2.STATIC_BODY
	params.fixedrotation = xparams.fixedrotation or (xparams.fixedrotation == nil) -- default to true
	params.density = xparams.density or 0
	params.restitution = xparams.restitution or nil
	params.friction = xparams.friction or nil
	params.gravityscale = xparams.gravityscale or 1
	params.BIT = xparams.BIT or nil
	params.COLBIT = xparams.COLBIT or nil
	params.ROLE = xparams.ROLE or nil
	params.data = xparams.data or nil
	-- the others
	self.x = params.x
	self.y = params.y
--	self.w = params.w
--	self.h = params.h
--	self.rotation = params.rotation
--	self.BIT = params.BIT
--	self.COLBIT = params.COLBIT
	-- body, b2.STATIC_BODY, b2.KINEMATIC_BODY, b2.DYNAMIC_BODY
	self.body = xworld:createBody { type = params.type }
	self.body:setGravityScale(params.gravityscale)
	self.body.role = params.ROLE
	self.body.isdirty = false
	self.body:setFixedRotation(params.fixedrotation)
	self.body:setAngle(^<params.rotation)
	self.body:setPosition(self.x, self.y)
--	self.body.img = self.img
	self.body.data = params.data
	-- the shape
	local shape
	local sin, cos = math.sin, math.cos
	if params.w ~= params.h then -- oval
		local cs = {}
		for i = 0, 360, 360 / params.steps  do
			cs[#cs + 1] = (params.w / 2) + params.w / 2 * cos(^<i)
			cs[#cs + 1] = (params.h / 2) + params.h / 2 * sin(^<i)
		end
		shape = b2.ChainShape.new()
		shape:createLoop(unpack(cs))
	else -- circle
		local hypo = params.w/2 + params.h/2
		shape = b2.CircleShape.new(hypo/2, hypo/2, params.w/2) -- (centerx, centery, radius)
	end
	-- fixture
	local fixture = self.body:createFixture {
		shape=shape, density=params.density, restitution=params.restitution, friction=params.friction,
	}
	-- filter data
	if params.BIT == G_BITSENSOR then fixture:setSensor(true) end
	local filterData = { categoryBits=params.BIT, maskBits=params.COLBIT, groupIndex=0, }
	fixture:setFilterData(filterData)
	-- clean up?
	filterData = {} -- nil
	fixture = nil
	shape = nil
end

Tiled_LF_Shape_Point = Core.class(Sprite)

function Tiled_LF_Shape_Point:init(xworld, xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.rotation = xparams.rotation or 0
	params.type = xparams.type or nil -- default (nil) = b2.STATIC_BODY
	params.fixedrotation = xparams.fixedrotation or (xparams.fixedrotation == nil) -- default to true
	params.density = xparams.density or nil
	params.restitution = xparams.restitution or nil
	params.friction = xparams.friction or nil
	params.gravityscale = xparams.gravityscale or 1
	params.BIT = xparams.BIT or nil
	params.COLBIT = xparams.COLBIT or nil
	params.ROLE = xparams.ROLE or nil
	params.data = xparams.data or nil
	-- the others
	self.x = params.x
	self.y = params.y
--	self.w = params.w
--	self.h = params.h
--	self.rotation = params.rotation
--	self.BIT = params.BIT
--	self.COLBIT = params.COLBIT
	-- body, b2.STATIC_BODY, b2.KINEMATIC_BODY, b2.DYNAMIC_BODY
	self.body = xworld:createBody { type=params.type }
	self.body:setGravityScale(params.gravityscale)
	self.body.role = params.ROLE
	self.body.isdirty = false
	self.body:setFixedRotation(params.fixedrotation)
	self.body:setAngle(^<params.rotation)
	self.body:setPosition(self.x, self.y)
--	self.body.img = self.img
	self.body.data = params.data
	-- the shape
	local hypo = 1
	local shape = b2.CircleShape.new(hypo/2, hypo/2, hypo) -- (centerx, centery, radius)
	-- the fixture
	local fixture = self.body:createFixture {
		shape=shape, density=params.density, restitution=params.restitution, friction=params.friction,
	}
	-- filter data
	if params.BIT == G_BITSENSOR then fixture:setSensor(true) end
	local filterData = { categoryBits=params.BIT, maskBits=params.COLBIT, groupIndex=0, }
	fixture:setFilterData(filterData)
	-- clean up?
	filterData = {} -- nil
	fixture = nil
	shape = nil
end

Tiled_LF_Shape_Polygon = Core.class(Sprite)

function Tiled_LF_Shape_Polygon:init(xworld, xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.coords = xparams.coords or nil
	params.rotation = xparams.rotation or 0
	params.type = xparams.type or nil -- default (nil) = b2.STATIC_BODY
	params.fixedrotation = xparams.fixedrotation or (xparams.fixedrotation == nil) -- default to true
	params.density = xparams.density or nil
	params.restitution = xparams.restitution or nil
	params.friction = xparams.friction or nil
	params.gravityscale = xparams.gravityscale or 1
	params.BIT = xparams.BIT or nil
	params.COLBIT = xparams.COLBIT or nil
	params.ROLE = xparams.ROLE or nil
	params.data = xparams.data or nil
	-- the others
	self.x = params.x
	self.y = params.y
--	self.w = params.w
--	self.h = params.h
--	self.rotation = params.rotation
--	self.BIT = params.BIT
--	self.COLBIT = params.COLBIT
	-- body, b2.STATIC_BODY, b2.KINEMATIC_BODY, b2.DYNAMIC_BODY
	self.body = xworld:createBody { type=params.type }
	self.body:setGravityScale(params.gravityscale)
	self.body.role = params.ROLE
	self.body.isdirty = false
	self.body:setFixedRotation(params.fixedrotation)
	self.body:setAngle(^<params.rotation)
	self.body:setPosition(self.x, self.y)
--	self.body.img = self.img
	self.body.data = params.data
	-- the shape
	local shape
	local cs = {}
	for c = 1, #params.coords do
		cs[#cs+1] = params.coords[c].x
		cs[#cs+1] = params.coords[c].y
	end
	if #params.coords == 2 then -- this is a line
		shape = b2.EdgeShape.new(cs[1], cs[2], cs[3], cs[4])
	else -- this is a polygon
		shape = b2.ChainShape.new()
		shape:createLoop(unpack(cs))
	end
	-- the fixture
	local fixture = self.body:createFixture {
		shape=shape, density=params.density, restitution=params.restitution, friction=params.friction,
	}
	-- filter data
	if params.BIT == G_BITSENSOR then fixture:setSensor(true) end
	local filterData = { categoryBits=params.BIT, maskBits=params.COLBIT, groupIndex=0, }
	fixture:setFilterData(filterData)
	-- clean up?
	filterData = {} -- nil
	fixture = nil
	cs = {} -- nil
	shape = nil
end

Tiled_LF_Shape_Polyline = Core.class(Sprite)

function Tiled_LF_Shape_Polyline:init(xworld, xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.coords = xparams.coords or nil
	params.rotation = xparams.rotation or 0
	params.type = xparams.type or nil -- default (nil) = b2.STATIC_BODY
	params.fixedrotation = xparams.fixedrotation or (xparams.fixedrotation == nil) -- default to true
	params.density = xparams.density or nil
	params.restitution = xparams.restitution or nil
	params.friction = xparams.friction or nil
	params.gravityscale = xparams.gravityscale or 1
	params.BIT = xparams.BIT or nil
	params.COLBIT = xparams.COLBIT or nil
	params.ROLE = xparams.ROLE or nil
	params.data = xparams.data or nil
	-- the others
	self.x = params.x
	self.y = params.y
--	self.w = params.w
--	self.h = params.h
--	self.rotation = params.rotation
--	self.BIT = params.BIT
--	self.COLBIT = params.COLBIT
	-- body, b2.STATIC_BODY, b2.KINEMATIC_BODY, b2.DYNAMIC_BODY
	self.body = xworld:createBody { type=params.type }
	self.body:setGravityScale(params.gravityscale)
	self.body.role = params.ROLE
	self.body.isdirty = false
	self.body:setFixedRotation(params.fixedrotation)
	self.body:setAngle(^<params.rotation)
	self.body:setPosition(self.x, self.y)
--	self.body.img = self.img
	self.body.data = params.data
	-- the shape
	local shape
	local cs = {}
	for c = 1, #params.coords do
		cs[#cs+1] = params.coords[c].x
		cs[#cs+1] = params.coords[c].y
	end
	if #params.coords == 2 then -- this is a line
		shape = b2.EdgeShape.new(cs[1], cs[2], cs[3], cs[4])
	else -- this is a polyline
		shape = b2.ChainShape.new()
		shape:createChain(unpack(cs))
	end
	-- the fixture
	local fixture = self.body:createFixture {
		shape=shape, density=params.density, restitution=params.restitution, friction=params.friction,
	}
	-- filter data
	if params.BIT == G_BITSENSOR then fixture:setSensor(true) end
	local filterData = { categoryBits=params.BIT, maskBits=params.COLBIT, groupIndex=0, }
	fixture:setFilterData(filterData)
	-- clean up?
	filterData = {} -- nil
	fixture = nil
	cs = {} -- nil
	shape = nil
end

Tiled_LF_Shape_Rectangle = Core.class(Sprite)

function Tiled_LF_Shape_Rectangle:init(xworld, xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.rotation = xparams.rotation or 0
	params.type = xparams.type or nil -- default (nil) = b2.STATIC_BODY
	params.fixedrotation = xparams.fixedrotation or (xparams.fixedrotation == nil) -- default to true
	params.density = xparams.density or nil
	params.restitution = xparams.restitution or nil
	params.friction = xparams.friction or nil
	params.gravityscale = xparams.gravityscale or 1
	params.BIT = xparams.BIT or nil
	params.COLBIT = xparams.COLBIT or nil
	params.ROLE = xparams.ROLE or nil
	params.data = xparams.data or nil
	-- the others
	self.x = params.x
	self.y = params.y
--	self.w = params.w
--	self.h = params.h
--	self.rotation = params.rotation
--	self.BIT = params.BIT
--	self.COLBIT = params.COLBIT
	-- body, b2.STATIC_BODY, b2.KINEMATIC_BODY, b2.DYNAMIC_BODY
	self.body = xworld:createBody { type=params.type }
	self.body:setGravityScale(params.gravityscale)
	self.body.role = params.ROLE
	self.body.isdirty = false
	self.body:setFixedRotation(params.fixedrotation)
	self.body:setAngle(^<params.rotation)
	self.body:setPosition(self.x, self.y)
--	self.body.img = self.img
	self.body.data = params.data
	-- the shape
	local shape = b2.PolygonShape.new()
	shape:setAsBox(
		params.w/2, params.h/2, -- half w, half h
		params.w/2, params.h/2, -- centerx, centery
		0) -- rotation
	-- the fixture
	local fixture = self.body:createFixture {
		shape=shape, density=params.density, restitution=params.restitution, friction=params.friction,
	}
	-- filter data
	if params.BIT == G_BITSENSOR then fixture:setSensor(true) end
	local filterData = { categoryBits=params.BIT, maskBits=params.COLBIT, groupIndex=0, }
	fixture:setFilterData(filterData)
	-- clean up?
	filterData = {} -- nil
	fixture = nil
	shape = nil
end

DEMO PROJECT

Media:Tiled demo lf.zip (tip: right click -> Save Link As)


Tiled